Status Effects in MARDEK are effects that alter the status of a single character or enemy. There are two kinds of Status Effects: positive effects, and negative effects, both of which are removed by Save Crystals.
Notice | Status effect descriptions are taken first from the in-game 'Help' menu, and, failing that, the in-game description of a skill which provides the effect. |
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Negative effects[]
Negative status effects are harmful, and often either prevent specific skills or deal damage. Negative effects can be resisted however, and have a chance to wear off equal to one fifth of the resistance chance. Negative effects also wear off if the afflicted is KO'd, unless the effect is caused by an equipped item.
List of negative effects[]
#Poison (PSN) Causes damage each turn.
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#Sleep (SLP) You're immobilised until it wears off, or until hit physically.
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Effects | Sleep makes the afflicted unable to act. It has a 25% chance to wear off spontaneously at the start of the turn, but otherwise wears off when hit by a physical attack or at the end of the battle.
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#Paralysis (Stun, PAR) Causes you to sometimes miss turns.
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Effects | The afflicted has a 50% chance of being unable to act on their turn.
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#Blindness (Blind, Darkness, DRK) Your physical accuracy is halved.
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Effects | All of the afflicted's physical attacks are 50% less accurate. This does not affect the accuracy boost given by Reactions, which remains a percentage of the original accuracy.
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#Silence (SIL) Disables magical attacks.
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Effects | The afflicted is unable to use any Magical-type abilities, both in and out of combat.
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#Numbness (Numb, NUM) Disables physical attacks.
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Effects | The afflicted is unable to use any Physical-type abilities, including the default Attack. As such, this may force enemies to skip their turns if they have no Magical abilities or are out of MP.
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#Curse (CRS) Disables physical and magical attacks.
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#Confusion (Confuse, CNF) You attack randomly, targetting[sic] enemies and allies.
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#Bleed (BLD) Like poison, it reduces HP each turn.
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Effects | Deals damage equal to 10% of maximum HP at the start of each turn. Takes place before the effects of Poison and Regen.
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#Zombie (Zombification, ZOM) Only attack allies, and you count as being dead.
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Positive effects[]
Positive status effects are beneficial, and there is no way to remove them or build resistance against them (except Berserk, which enemies can have resistance to). They all wear off at the end of the battle.
List of positive effects[]
#Aero Shell (SHA) Nullifies AIR damage, and damages attackers.
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Effects | Whenever the afflicted takes Air-elemental Physical damage, the attacker receives Air-elemental damage equal to the afflicted's Lvl × SPR / 3 .
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#Pyro Shell (SHF) Nullifies FIRE damage, and damages attackers.
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Effects | Whenever the afflicted takes Fire-elemental Physical damage, the attacker receives Fire-elemental damage equal to the afflicted's Lvl × SPR / 3 .
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#Astral (GST) Non-elemental damage is nullified, Aether elemental damage is absorbed as HP, and natural elements do only half damage.
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Effects | Astral modifies a character's current elemental resistances, giving them:
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#Barkskin (BRK) Grants a bonus to defence based on the caster's SPR stat.
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Effects | Increases the afflicted's Defense by the caster's SPR / 4 .
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#Berserk (BSK) Makes the affected character uncontrollable, but doubles their STR.
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Effects | Causes the afflicted to use a basic Attack on a random enemy every turn. Their STR is doubled for the duration of each Attack, but otherwise remains the same. Inflicting Berserk on a character afflicted with Numbness dispels the Numbness, but Berserk does not protect the character from Numbness. Berserk is also the sole status effect which enemies have a hidden resistance for.
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#Haste (HST) Attacks twice as often.
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Effects | The afflicted will take two turns in every round of combat. The second turn is placed in the turn order at AGL × 0.7 .
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#NullFire (FN1) Nullifies the next Fire-elemental attack.
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Effects | The next Fire-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullAir (AN1) Nullifies the next Air-elemental attack.
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Effects | The next Air-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullEarth (EN1) Nullifies the next Earth-elemental attack.
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Effects | The next Earth-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullWater (WN1) Nullifies the next Water-elemental attack.
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Effects | The next Water-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullLight (LN1) Nullifies the next Light-elemental attack.
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Effects | The next Light-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullDark (DN1) Nullifies the next Dark-elemental attack.
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Effects | The next Dark-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullAether (SN1) Nullifies the next Aether-elemental attack.
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Effects | The next Aether-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#NullFig (MN1) Nullifies the next Fig-elemental attack.
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Effects | The next Fig-elemental skill used on the afflicted will have no effect on them, but will dispel this status.
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#Magic Shield (M.Shield, MSH) Halves the damages of Magic skills.
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Effects | The afflicted takes half as much damage from magical attacks. Healing by skills is also reduced by half (except HP-draining skills or Ballad of Life).
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#Regen (RGN) Heals the character every turn.
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Effects | Regen restores some of the affected character or enemy's HP at the beginning of every turn. The amount of HP restored is equal to 10% of the max HP for characters, and 2 × level for enemies. This healing happens after damage is done from Bleed and Poison. Deals damage to undead monsters, but not to characters or enemies afflicted with zombie.
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#Shield (PSH) Halves the damage of Physical skills.
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Effects | Shield makes the affected character or enemy take half as much damage from physical attacks. Damage from Expendable Items such as Potted Cactus or Alchemist's Fire is also halved.
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#Aqualung (UWB) Allows the character to breathe underwater.
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Effects | Allows the afflicted to enter underwater areas (Lake Qur and the secret area in the Gem Mine in chapter 3).
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Notes[]
There are four cases where positive effects can be benificially used on enemies:
- Regen deals damage to Undead-type enemies.
- Zach's Coup de Grace deals more damage the more status effects enemies have, making Rainbow Juice useful offensively.
- Berserked enemies are unable to use their skills.
- Elemental Nulls can be used to block some enemy buffs.
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